Analyzing Virtual Reality Gaming Through Theoretical Frameworks
Faragó, Zsombor (2024)
Faragó, Zsombor
2024
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-202501131259
https://urn.fi/URN:NBN:fi:amk-202501131259
Tiivistelmä
Virtual reality (VR) gaming has become a revolutionary platform, providing immersive and interactive experiences, that change the meaning of traditional gaming. This study investigates the theoretical frameworks that provide the foundation for the design and player experiences in VR gaming, focusing on two notable case studies, Beat Saber and VRChat. The research utilizes Presence Theory, Flow Theory, the Technology
Acceptance Model (TAM), Social Presence, and the Proteus Effect to analyze how these games implement theoretical principles to create engaging and impactful experiences.
The research was conducted using a qualitative, case-study methodology. A comprehensive literature review established a theoretical base, followed by gameplay analysis, user feedback exploration, and secondary data collection for each case study. Beat Saber showcases the use of spatial presence, flow, and embodiment to create rhythmic, skill-based gameplay. In contrast, VRChat emphasizes social presence, usergenerated content, and avatar embodiment to encourage creativity and community building.
Findings reveal that while both games benefit from using VR’s unique capabilities, their approaches appeal to different player motivations. The study highlights the importance of theoretical principles in VR games design and identifies opportunities for future projects and research, including the integration of new and emerging technologies and applications in different areas other than gaming, such as education or therapy.
Acceptance Model (TAM), Social Presence, and the Proteus Effect to analyze how these games implement theoretical principles to create engaging and impactful experiences.
The research was conducted using a qualitative, case-study methodology. A comprehensive literature review established a theoretical base, followed by gameplay analysis, user feedback exploration, and secondary data collection for each case study. Beat Saber showcases the use of spatial presence, flow, and embodiment to create rhythmic, skill-based gameplay. In contrast, VRChat emphasizes social presence, usergenerated content, and avatar embodiment to encourage creativity and community building.
Findings reveal that while both games benefit from using VR’s unique capabilities, their approaches appeal to different player motivations. The study highlights the importance of theoretical principles in VR games design and identifies opportunities for future projects and research, including the integration of new and emerging technologies and applications in different areas other than gaming, such as education or therapy.
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